Rednukem: WW2GI weapon code fixes

This commit is contained in:
nukeykt 2020-02-10 04:59:16 +09:00 committed by Christoph Oelckers
parent 88eacbcc1b
commit f2b98f9abc
1 changed files with 3 additions and 2 deletions

View File

@ -5018,7 +5018,8 @@ static void P_ProcessWeapon(int playerNum)
case PISTOL_WEAPON__STATIC: case PISTOL_WEAPON__STATIC:
if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0) if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0)
{ {
pPlayer->ammo_amount[PISTOL_WEAPON]--; if (!WW2GI)
pPlayer->ammo_amount[PISTOL_WEAPON]--;
(*weaponFrame) = 1; (*weaponFrame) = 1;
if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0) if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i); A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
@ -5875,7 +5876,7 @@ static void P_ProcessWeapon(int playerNum)
if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD) if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
{ {
if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, Reload)) if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, Reload))
P_CheckWeapon(pPlayer); P_CheckWeapon(pPlayer);
} }